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These are the user uploaded subtitles that are being translated: 1 1 00:00:01,310 --> 00:00:02,320 In this video, 2 2 00:00:02,320 --> 00:00:06,820 we will actually start implementing our games functionality, 3 3 00:00:06,820 --> 00:00:09,990 and we will start with the most important functionality, 4 4 00:00:09,990 --> 00:00:11,913 which is rolling the dice. 5 5 00:00:13,500 --> 00:00:18,370 And let's start with another look at our flowchart here. 6 6 00:00:18,370 --> 00:00:22,260 So that's why I included it in the starter files. 7 7 00:00:22,260 --> 00:00:24,530 So when the user roles a dice, 8 8 00:00:24,530 --> 00:00:28,150 we want to first generate a random dice roll, 9 9 00:00:28,150 --> 00:00:32,730 then display it and then check whether it is a one or not. 10 10 00:00:32,730 --> 00:00:36,880 And if it's not, we add that dice roll to the current score, 11 11 00:00:36,880 --> 00:00:40,580 and if it is a one we go to the next player. 12 12 00:00:40,580 --> 00:00:41,900 And maybe you're noticing 13 13 00:00:41,900 --> 00:00:45,830 that having or building a flow chart like this 14 14 00:00:45,830 --> 00:00:50,010 is pretty similar to actually dividing the big problem down 15 15 00:00:50,010 --> 00:00:52,580 into smaller sub problems. 16 16 00:00:52,580 --> 00:00:55,250 So essentially, all these squares that we have here 17 17 00:00:55,250 --> 00:00:57,010 on the flow chart are like 18 18 00:00:57,010 --> 00:00:59,240 the sub problems that we now need to go 19 19 00:00:59,240 --> 00:01:01,180 ahead and implement. 20 20 00:01:01,180 --> 00:01:04,570 So again, for a bigger application like this one, 21 21 00:01:04,570 --> 00:01:08,590 it's a very good idea to draw a flow chart like this, 22 22 00:01:08,590 --> 00:01:12,460 along with the process of solving problems that I taught you 23 23 00:01:12,460 --> 00:01:14,210 in the previous section. 24 24 00:01:14,210 --> 00:01:17,020 So use all of these methods that I showed you together 25 25 00:01:17,020 --> 00:01:19,100 whenever you need to solve a problem, 26 26 00:01:19,100 --> 00:01:23,530 because in the end, building a project like this is also 27 27 00:01:23,530 --> 00:01:25,290 simply solving a problem. 28 28 00:01:25,290 --> 00:01:27,970 So you know how the project is supposed to work, 29 29 00:01:27,970 --> 00:01:29,620 but then the problem is 30 30 00:01:29,620 --> 00:01:32,620 to essentially implement it yourself. 31 31 00:01:32,620 --> 00:01:35,240 And so you need to divide that big problem 32 32 00:01:35,240 --> 00:01:37,100 that can seem very scary 33 33 00:01:37,100 --> 00:01:38,960 into smaller problems that will then 34 34 00:01:38,960 --> 00:01:41,090 be easy to implement. 35 35 00:01:41,090 --> 00:01:43,220 And as we move through this project, 36 36 00:01:43,220 --> 00:01:47,230 you will see that it's not so scary after all. 37 37 00:01:47,230 --> 00:01:48,690 And with that being said, 38 38 00:01:48,690 --> 00:01:52,580 let's now also see this part of the flowchart in action 39 39 00:01:52,580 --> 00:01:54,880 in the real application. 40 40 00:01:54,880 --> 00:01:58,130 So this is a little bit less abstract. 41 41 00:01:58,130 --> 00:02:01,880 So we roll the dice and now we rolled a one. 42 42 00:02:01,880 --> 00:02:03,720 So let's just do it again. 43 43 00:02:03,720 --> 00:02:07,260 Let me reload the game as if it was a new game. 44 44 00:02:07,260 --> 00:02:10,300 So we roll the dice, we roll a number. 45 45 00:02:10,300 --> 00:02:12,290 So we generate a random number 46 46 00:02:12,290 --> 00:02:15,460 and then display the dice accordingly, 47 47 00:02:15,460 --> 00:02:18,193 and then we add that score down here. 48 48 00:02:19,570 --> 00:02:22,460 Again, and now we actually rolled a one. 49 49 00:02:22,460 --> 00:02:25,600 And so we moved on to the next player. 50 50 00:02:25,600 --> 00:02:26,433 Okay. 51 51 00:02:27,450 --> 00:02:31,340 So that's what I just explained before using the flowchart, 52 52 00:02:31,340 --> 00:02:34,610 but seeing it in action is a bit easier. 53 53 00:02:34,610 --> 00:02:38,800 So we want to react to clicking that roll button. 54 54 00:02:38,800 --> 00:02:42,440 So we need to select that button element and then 55 55 00:02:42,440 --> 00:02:45,683 add an event listener or an event handler. 56 56 00:02:48,220 --> 00:02:52,360 So here we have our three buttons and actually 57 57 00:02:52,360 --> 00:02:54,720 let's select all of them. 58 58 00:02:54,720 --> 00:02:57,310 So we will need them anyway later. 59 59 00:02:57,310 --> 00:03:02,310 So that's button new, button roll and button--hold. 60 60 00:03:06,210 --> 00:03:10,020 So const button new 61 61 00:03:11,210 --> 00:03:14,847 is document.querySelector.btn, 62 62 00:03:18,976 --> 00:03:21,163 and then two dashes new. 63 63 00:03:22,680 --> 00:03:24,993 And now I will just duplicate this line here. 64 64 00:03:28,570 --> 00:03:32,060 So that's button roll 65 65 00:03:33,690 --> 00:03:36,493 and here also roll and then hold. 66 66 00:03:42,400 --> 00:03:45,830 So let's just confirm new roll and hold 67 67 00:03:45,830 --> 00:03:48,833 and indeed new roll and hold. 68 68 00:03:50,000 --> 00:03:52,270 So that's gonna work just fine. 69 69 00:03:52,270 --> 00:03:54,398 And now let's implement here 70 70 00:03:54,398 --> 00:03:56,981 the rolling dice functionality. 71 71 00:04:02,547 --> 00:04:05,890 So for that we take the roll button. 72 72 00:04:05,890 --> 00:04:08,110 So that's button roll. 73 73 00:04:08,110 --> 00:04:12,990 And then as always, when we want to react to an event, 74 74 00:04:12,990 --> 00:04:15,210 which in this case is going to be a click, 75 75 00:04:15,210 --> 00:04:17,713 we use the add event listener method. 76 76 00:04:19,130 --> 00:04:21,582 Then the name of the event, and then, 77 77 00:04:21,582 --> 00:04:23,773 our handler function right here. 78 78 00:04:24,640 --> 00:04:27,090 And since we will not reuse this function, 79 79 00:04:27,090 --> 00:04:30,390 I can simply write it here directly. 80 80 00:04:30,390 --> 00:04:32,820 So let's now write some comments before 81 81 00:04:32,820 --> 00:04:34,250 we actually write the code, 82 82 00:04:34,250 --> 00:04:38,090 because that is very helpful in knowing what we should do. 83 83 00:04:38,090 --> 00:04:41,920 So we already know that we need to start by generating 84 84 00:04:41,920 --> 00:04:46,093 a random dice roll. 85 85 00:04:47,380 --> 00:04:50,740 Then we display the dice 86 86 00:04:53,022 --> 00:04:57,623 and then we check for a roll to one basically, 87 87 00:04:58,710 --> 00:04:59,673 and if true, 88 88 00:05:01,740 --> 00:05:06,660 switch to next player now. 89 89 00:05:06,660 --> 00:05:10,943 So that's exactly what we have in the flowchart as well. 90 90 00:05:12,200 --> 00:05:14,210 So let's start here. 91 91 00:05:14,210 --> 00:05:17,440 So let's create simply a dice variable. 92 92 00:05:17,440 --> 00:05:21,530 And so that's why now we have dice L here for the element 93 93 00:05:21,530 --> 00:05:24,320 and then dice for the number itself. 94 94 00:05:24,320 --> 00:05:28,160 And this variable here needs to be not a global variable. 95 95 00:05:28,160 --> 00:05:30,290 So not a variable outside here, 96 96 00:05:30,290 --> 00:05:33,010 because each time that we roll the dice, 97 97 00:05:33,010 --> 00:05:35,300 we want to generate a new number. 98 98 00:05:35,300 --> 00:05:37,803 And so let's simply define that variable here. 99 99 00:05:39,150 --> 00:05:43,170 And now we create this random dice roll just as before. 100 100 00:05:43,170 --> 00:05:46,570 So math.random, 101 101 00:05:46,570 --> 00:05:50,990 which creates a number between zero and 0.9999. 102 102 00:05:52,050 --> 00:05:55,423 So almost one, multiply that by six. 103 103 00:05:56,900 --> 00:05:58,870 Then we truncate all of this. 104 104 00:05:58,870 --> 00:06:01,560 So we removed the decimal part. 105 105 00:06:01,560 --> 00:06:03,993 So that's math.trunc. 106 106 00:06:06,030 --> 00:06:09,960 So basically we pass in the results of all of this, 107 107 00:06:09,960 --> 00:06:12,390 into this math.trunc function. 108 108 00:06:12,390 --> 00:06:13,800 And so this will then give us a number 109 109 00:06:13,800 --> 00:06:15,780 between zero and five. 110 110 00:06:15,780 --> 00:06:20,650 And so we just add one to elevate that to one to six. 111 111 00:06:20,650 --> 00:06:23,440 So that's similar to what we did before 112 112 00:06:23,440 --> 00:06:26,323 and now we just need to display this dice. 113 113 00:06:27,200 --> 00:06:29,080 Now, the first thing that we need to do 114 114 00:06:29,080 --> 00:06:30,900 is to actually remove 115 115 00:06:30,900 --> 00:06:34,280 the hidden class. So remember in the starting conditions, 116 116 00:06:34,280 --> 00:06:38,220 we hit the dice by adding the hidden class. 117 117 00:06:38,220 --> 00:06:41,230 And so now the first thing is to remove that. 118 118 00:06:41,230 --> 00:06:46,230 So the diceEl.classList.remove. 119 119 00:06:49,660 --> 00:06:53,340 So just like in the last project and now comes 120 120 00:06:53,340 --> 00:06:55,330 the interesting part. 121 121 00:06:55,330 --> 00:06:58,120 So we know that the dice will be a number 122 122 00:06:58,120 --> 00:07:00,363 between one and six. 123 123 00:07:01,380 --> 00:07:03,220 And now, according to these numbers, 124 124 00:07:03,220 --> 00:07:07,060 we want to display one of these images that we have here. 125 125 00:07:07,060 --> 00:07:10,530 So you see that we have dice dash one dash two, three, four, 126 126 00:07:10,530 --> 00:07:12,230 five and six. 127 127 00:07:12,230 --> 00:07:15,920 And so now we want to use this dice number here, two, 128 128 00:07:15,920 --> 00:07:18,830 according to that number display one of the images 129 129 00:07:19,680 --> 00:07:22,540 and that's actually not hard to do. 130 130 00:07:22,540 --> 00:07:26,193 So let me show you how it looks like in the HTML now. 131 131 00:07:27,656 --> 00:07:30,950 So you'll see that right now, 132 132 00:07:30,950 --> 00:07:35,570 the source of the image is dice-5.png. 133 133 00:07:35,570 --> 00:07:37,450 And if you know some HTML, you know 134 134 00:07:37,450 --> 00:07:41,930 that the source attribute here is how we define which image 135 135 00:07:41,930 --> 00:07:43,730 should be displayed. 136 136 00:07:43,730 --> 00:07:45,520 And we can now actually change. 137 137 00:07:45,520 --> 00:07:50,150 We can manipulate this source attribute from our JavaScript. 138 138 00:07:50,150 --> 00:07:52,670 And so that's the trick that we will use to display 139 139 00:07:52,670 --> 00:07:56,233 the image, according to the rolled dice number. 140 140 00:07:57,750 --> 00:08:01,490 So let's again, take the dice element. 141 141 00:08:01,490 --> 00:08:03,700 And then here, there is a new thing. 142 142 00:08:03,700 --> 00:08:06,400 So now we can use the source property. 143 143 00:08:06,400 --> 00:08:11,060 So SRC just like it is called in the HTML, 144 144 00:08:11,060 --> 00:08:14,430 and now we can set it to a string and that string will then 145 145 00:08:14,430 --> 00:08:16,860 be the name of the image displayed. 146 146 00:08:16,860 --> 00:08:19,070 So let's use a template literal, 147 147 00:08:19,070 --> 00:08:23,130 and then we write, dice dash 148 148 00:08:23,130 --> 00:08:24,390 because that's basically 149 149 00:08:24,390 --> 00:08:28,610 the common name in all of these image names. 150 150 00:08:28,610 --> 00:08:33,610 And then here we use the dicenumber.png. 151 151 00:08:35,950 --> 00:08:36,970 And so with this, 152 152 00:08:36,970 --> 00:08:40,610 we can dynamically load one of these six images here, 153 153 00:08:40,610 --> 00:08:43,590 depending on the random rolled dice. 154 154 00:08:43,590 --> 00:08:46,660 So let's give it a safe and let's give it a try 155 155 00:08:46,660 --> 00:08:49,233 because this part should already be working now. 156 156 00:08:50,710 --> 00:08:51,733 So let's see. 157 157 00:08:53,520 --> 00:08:55,770 And indeed, we get this three. 158 158 00:08:55,770 --> 00:08:58,930 Let's actually also look to the console for now, 159 159 00:08:58,930 --> 00:09:00,560 this random number, just so 160 160 00:09:00,560 --> 00:09:02,880 we see that the dice is actually 161 161 00:09:02,880 --> 00:09:05,543 the corresponding one to the number. 162 162 00:09:08,120 --> 00:09:09,090 So let's go back 163 163 00:09:12,680 --> 00:09:14,240 here to the console, 164 164 00:09:14,240 --> 00:09:15,310 make it a bit smaller 165 165 00:09:18,120 --> 00:09:22,720 and now let's roll the dice and it works, great. 166 166 00:09:22,720 --> 00:09:24,370 So we get a two. 167 167 00:09:24,370 --> 00:09:27,680 And so indeed a two is also displayed here. 168 168 00:09:27,680 --> 00:09:29,940 Now six and six here. 169 169 00:09:31,010 --> 00:09:34,170 And let's just see if we get all the numbers, but yeah, 170 170 00:09:34,170 --> 00:09:37,923 we get the one and we already saw the six happening as well. 171 171 00:09:39,110 --> 00:09:43,450 So that means that our code is correct. Great. 172 172 00:09:43,450 --> 00:09:44,283 And now all that we have to do is to keep adding 173 173 00:09:44,283 --> 00:09:49,103 to roll dice to the current score. 174 174 00:09:51,040 --> 00:09:52,910 And so that's what we will do here 175 175 00:09:54,000 --> 00:09:56,703 in this case where we check for the rolled one. 176 176 00:09:58,170 --> 00:10:03,170 So remember that only happens when the number is not a one. 177 177 00:10:03,430 --> 00:10:07,380 So again, if it's a one, switch player, if no, 178 178 00:10:07,380 --> 00:10:10,373 then add the dice roll to the current score. 179 179 00:10:12,370 --> 00:10:14,510 So basically let's test here. 180 180 00:10:14,510 --> 00:10:16,420 If the dice 181 181 00:10:17,470 --> 00:10:19,653 is not one, 182 182 00:10:22,210 --> 00:10:25,500 because this is our main case. 183 183 00:10:25,500 --> 00:10:27,650 So the one that we're mostly interested in, 184 184 00:10:29,320 --> 00:10:30,690 and then, our else block, 185 185 00:10:30,690 --> 00:10:34,520 which will be basically in case that dice is a one. 186 186 00:10:34,520 --> 00:10:37,853 So let's just grab that here. 187 187 00:10:43,270 --> 00:10:45,520 So here we want to switch to the next player, 188 188 00:10:46,720 --> 00:10:47,950 but if it's not one, 189 189 00:10:47,950 --> 00:10:49,570 then we want to add 190 190 00:10:51,306 --> 00:10:55,043 the dice to the current score. 191 191 00:10:57,090 --> 00:10:59,450 So let's do this part here. 192 192 00:10:59,450 --> 00:11:03,230 And in order to actually be able to add the current dice 193 193 00:11:03,230 --> 00:11:04,570 to the current score, 194 194 00:11:04,570 --> 00:11:08,083 we need a way of saving that current score somewhere. 195 195 00:11:09,280 --> 00:11:12,470 So remember from the first project that we should not just 196 196 00:11:12,470 --> 00:11:15,113 store any data only in the dumb. 197 197 00:11:16,090 --> 00:11:17,820 So in this particular case, 198 198 00:11:17,820 --> 00:11:20,880 we should not only display this current score 199 199 00:11:20,880 --> 00:11:22,700 on the user interface. 200 200 00:11:22,700 --> 00:11:25,350 Instead, we also want the variable in our code, 201 201 00:11:25,350 --> 00:11:29,203 which always holds the current score of this current round. 202 202 00:11:30,447 --> 00:11:33,980 So we need to define a variable for that. 203 203 00:11:33,980 --> 00:11:36,850 And where do you think we should do that? 204 204 00:11:36,850 --> 00:11:40,300 Well, it is certainly not in this function, 205 205 00:11:40,300 --> 00:11:43,700 so not in this handler function, because if we did that, 206 206 00:11:43,700 --> 00:11:46,690 then each time that we roll a dice, 207 207 00:11:46,690 --> 00:11:48,620 the current score would be reset it. 208 208 00:11:48,620 --> 00:11:51,320 So it would be redefined because this function here 209 209 00:11:51,320 --> 00:11:53,480 is called over and over again, 210 210 00:11:53,480 --> 00:11:56,110 each time that the button is clicked. 211 211 00:11:56,110 --> 00:12:01,110 So if we wanted to basically persist that value, 212 212 00:12:01,120 --> 00:12:03,060 so if it should keep existing, 213 213 00:12:03,060 --> 00:12:06,850 then it needs to be outside here in the main program. 214 214 00:12:06,850 --> 00:12:08,713 So let's call this one current score. 215 215 00:12:11,150 --> 00:12:15,090 And we started at zero and it needs to be a let 216 216 00:12:15,090 --> 00:12:17,403 because we will keep updating it. 217 217 00:12:18,480 --> 00:12:21,670 So again, this cannot be inside 218 218 00:12:21,670 --> 00:12:24,060 of this function because then it would 219 219 00:12:24,060 --> 00:12:27,760 be set to zero each time that we clicked the button. 220 220 00:12:27,760 --> 00:12:30,163 And so therefore it needs to be outside. 221 221 00:12:32,000 --> 00:12:34,600 Okay. And now we say, 222 222 00:12:34,600 --> 00:12:37,360 current score is equal 223 223 00:12:37,360 --> 00:12:42,360 to current score plus the dice. 224 224 00:12:42,550 --> 00:12:46,284 And once again, there is a shortcut operator, 225 225 00:12:46,284 --> 00:12:49,880 for repeating this variable here. So instead of this, 226 226 00:12:49,880 --> 00:12:54,603 we can just write, current score plus equal the dice. 227 227 00:12:55,710 --> 00:12:57,390 So that's exactly the same, 228 228 00:12:57,390 --> 00:13:00,420 but it's a little bit faster to write. 229 229 00:13:00,420 --> 00:13:03,440 And now all we need to do is to display the score 230 230 00:13:03,440 --> 00:13:05,490 on the current player. 231 231 00:13:05,490 --> 00:13:06,470 Now, at this point, 232 232 00:13:06,470 --> 00:13:09,140 we will just display it on player one to make it 233 233 00:13:09,140 --> 00:13:11,180 a little bit simpler, but in the future, 234 234 00:13:11,180 --> 00:13:12,810 we will need to keep track 235 235 00:13:12,810 --> 00:13:15,510 of which player is the active player. 236 236 00:13:15,510 --> 00:13:18,460 So that we will do in the next lecture. But again, 237 237 00:13:18,460 --> 00:13:22,163 for now, let's just display the score on player one. 238 238 00:13:23,190 --> 00:13:25,980 So let's select the score 239 239 00:13:25,980 --> 00:13:27,933 or the current score for player one. 240 240 00:13:28,810 --> 00:13:31,420 So let's check where that is scored, 241 241 00:13:31,420 --> 00:13:36,420 and it is right here with this ID, dash dash one 242 242 00:13:36,510 --> 00:13:37,963 and dash dash zero. 243 243 00:13:39,000 --> 00:13:41,020 So let's actually copy that 244 244 00:13:41,020 --> 00:13:45,490 and then I will select both of these elements up here. 245 245 00:13:48,810 --> 00:13:51,270 So let's do that below this one. 246 246 00:13:51,270 --> 00:13:54,403 And actually I will keep using get element by ID now. 247 247 00:13:55,980 --> 00:14:00,463 So current zero, and then again, element, 248 248 00:14:03,530 --> 00:14:06,790 get element by ID and then 249 249 00:14:06,790 --> 00:14:10,500 just the class name again 250 250 00:14:10,500 --> 00:14:13,480 without the hash symbol there. 251 251 00:14:13,480 --> 00:14:15,120 And then current 252 252 00:14:17,070 --> 00:14:21,580 one element is document.getElement, 253 253 00:14:23,730 --> 00:14:26,523 and then current one. 254 254 00:14:27,910 --> 00:14:31,080 Okay. And so now let's use this one. 255 255 00:14:31,080 --> 00:14:33,105 So let me copy it, 256 256 00:14:33,105 --> 00:14:38,105 .textcontent equals of course 257 257 00:14:40,030 --> 00:14:43,163 the current score that we just defined previously. 258 258 00:14:45,000 --> 00:14:49,510 And let me just add a note here, change later, 259 259 00:14:49,510 --> 00:14:50,840 because in the future, 260 260 00:14:50,840 --> 00:14:53,930 we will need to display this current score 261 261 00:14:53,930 --> 00:14:55,400 at the current player 262 262 00:14:55,400 --> 00:14:58,500 and to not always add player number zero 263 263 00:14:58,500 --> 00:14:59,733 or player number one. 264 264 00:15:00,750 --> 00:15:04,480 But for now, we just want to make this functionality work. 265 265 00:15:04,480 --> 00:15:07,180 So let's just test it out for now. 266 266 00:15:07,180 --> 00:15:08,900 So roll dice four, 267 267 00:15:08,900 --> 00:15:12,650 and you'll see that it added the four to the zero, 268 268 00:15:12,650 --> 00:15:15,410 and now three plus four is seven. 269 269 00:15:15,410 --> 00:15:16,863 And so it works. 270 270 00:15:23,800 --> 00:15:26,950 And now that we rolled a one, nothing happened. 271 271 00:15:26,950 --> 00:15:30,580 So in this situation, we want to move to the next player. 272 272 00:15:30,580 --> 00:15:32,860 So basically switching the player. 273 273 00:15:32,860 --> 00:15:36,590 And so that's gonna be this else branch, but this one, 274 274 00:15:36,590 --> 00:15:39,230 I will leave for the next lecture because 275 275 00:15:39,230 --> 00:15:41,540 this involves doing a lot of stuff. 276 276 00:15:41,540 --> 00:15:43,980 So maybe you can think about what we need to do, 277 277 00:15:43,980 --> 00:15:46,610 because that would be a good opportunity for you 278 278 00:15:46,610 --> 00:15:48,850 to start thinking by yourself, 279 279 00:15:48,850 --> 00:15:52,090 how to implement this kind of functionality. 280 280 00:15:52,090 --> 00:15:55,893 So try that out and then let's move on to the next video. 24063

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